Abstract
Cellular Automata are mathematical models based on a regular grid of cells where each one can assume different states (e.g. on/off) according to specific conditions. They are widely used in many fields of science for modeling a broad range of phenomena, from biology to artificial intelligence and cryptography. The game discussed here offers a smooth introduction to such topics by implementing the "Game of Life" model proposed by John Conway in 1970 (Gardner, 1970). This is one of the most well-known cellular automaton since it is not only relatively simple to understand, making it a perfect learning tool, but it also has plenty of applications across different fields (Adamatzki, 2010).
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Publication Name
Learning, Education and Games: 100 games to use in the classroom and beyond
Volume
3
ISBN/ISSN
978-0-359-98401-5
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Pages Count
582
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Publisher
Carnegie Mellon University: ETC Press
Publisher Url
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Publisher Location
Pittsburgh, PA, USA
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Url
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Date
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EISSN
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DOI
10.1184/R1/10557950